Denis Volk [EMAIL PROTECTED] writes:
I am trying to make a (turn-based) game in Haskell and need to pass
around quite a bit of information, so using the State monad seems most
appropriate. My question is, which is a better idea:
Have you read `Theseus and the Zipper'[1] yet?
1.
On Mon, 30 Apr 2007, Denis Volk wrote:
Hello all,
I am trying to make a (turn-based) game in Haskell and need to pass
around quite a bit of information, so using the State monad seems most
appropriate. My question is, which is a better idea:
The famous Why functional programming matters
Hello all,
I am trying to make a (turn-based) game in Haskell and need to pass
around quite a bit of information, so using the State monad seems most
appropriate. My question is, which is a better idea:
1) Using State GameState r and then call execState for each game event
(i.e. user input) so
On 4/30/07, Denis Volk [EMAIL PROTECTED] wrote:
Hello all,
I am trying to make a (turn-based) game in Haskell and need to pass
around quite a bit of information, so using the State monad seems most
appropriate. My question is, which is a better idea:
1) Using State GameState r and then call
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Denis Volk wrote:
There are difficulties with the first option, including keeping even
more state about what we're doing (for instance, are we in a menu?),
and adding stuff later would possibly require substantial rewrites.
Other than the fact
On Mon, Apr 30, 2007 at 11:16:47PM +0200, Denis Volk wrote:
Hello all,
I am trying to make a (turn-based) game in Haskell and need to pass
around quite a bit of information, so using the State monad seems most
appropriate. My question is, which is a better idea:
1) Using State GameState r